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    2. Autumn
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    • Posts 226
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    Posts made by Autumn

    • RE: How to Change MUing

      The other factor, with me, is that I rarely know exactly what my day's schedule is going to look like. If I don't log in to a game unless I know for sure I have time to devote to a scene, I will probably fill my working hours with other things. Sometimes those things will be actual work, but sometimes I'll read a book or watch Game of Thrones or lie down on my couch and take a nap. Even if I do find myself with an afternoon free and log in, there's no guarantee other people will be available.

      On the other hand, if I log in, I might find I have time for a scene after all. I'm certainly more likely to make the time for a scene if I've already mentally committed enough to log in. I might not be able to predict when people to play with become available, so it may not happen right away -- but if I keep the option open to jump right in when the opportunity arises, I can front-load my other obligations for the day to try and make sure I have time if the opportunity does arise.

      Or, to put it another way: you miss 100% of the RP you aren't logged in for.

      posted in Mildly Constructive
      Autumn
      Autumn
    • RE: POLL: Super Hero MU Gut Check

      @Arkandel In games with less steep and less step-y power curves, I think a more gradual approach would make sense. (The Reach's approach, after all, was extremely gradual -- arguably too much so by the end of the game when the end state was closing in on 1,000 XP.) There are probably some level based games that have both of these features -- I just tend to associate the term with the Dungeons & Dragons model, where the gulf between a level 2 character and a level 10 character is so vast that they might as well be playing separate games. It's less an issue of catchup and more an issue of how I can provide the player base with stuff to do; that task is a lot simpler when someone who wants to run an adventure can run up a flag and be assured that everyone who responds will be close enough in level to one another that they can form a workable group.

      The Flashback idea was sort of a spur of the moment thing, so the details are still on the hazy side. What I wanted was a way to work new characters into the game a little more organically -- they don't just pop into existence fully formed at level 15 with the expectation that existing characters will trust them on adventures against world-shattering danger. Instead, they'd play some fixed number of adventures at gradually escalating level, so maybe they have one at 3rd, 6th, 9th, and 12th levels, and then they come into play at the "low" tier of the current game level (15-17, in this example). Then I realized it would be a lot easier to get players together if a game had something like the WoW retro-raid feature that automatically scales your character and ilvl back to the point where something like the Auchenai Crypts is an appropriate challenge instead of a joke. Which led me to the idea of just snapshotting every character's sheet whenever they level, so you can easily roll back to the days when you were 5th level to do Flashback adventures with new characters.

      What I like about this is that there's something for everyone. People get to establish backstory with each other in a low-stress environment (the older characters must have survived the adventure, after all, if they're still alive in the present), and staff doesn't have to get headaches from the people at 16th level complaining because they're running stories for the newbies again. And, importantly, the characters always exist as peers -- there never needs to be a situation where someone's irrelevant to the story because he's too low or too high level.

      It does introduce some problems; even if you don't let existing characters die in flashbacks, there's still the possibility of some truly epic continuity snarls. But if you're doing pulp high adventure, that's probably not high on your list of worries.

      posted in Mildly Constructive
      Autumn
      Autumn
    • RE: POLL: Super Hero MU Gut Check

      @Arkandel I've always had a similar feeling ... but then again, a lot of people seemed to really like it when the Reach took a similar approach.

      I think it would be important to leave, as the Reach did, space for the most hyperactive and motivated players to trailblaze, and also to not bring new players in right at the top of the current power curve. So if the level range is 5-7, say, the most active bunch would be level 7 and would be the first to reach level 8 when the time comes; and the newest and least active would be level 5, and the majority would be level 6.

      You could have a "flashback" feature where, when a new player joins the game, she starts at low level, and her first few adventures happen in the game's past and at progressively higher levels, like we're getting an introductory montage. If you kept records of everyone's sheets at each level, you could even have her adventure with retro versions of existing characters to establish backstory, to solve the problem of "but what if there's only one level 2 character on the game?"

      posted in Mildly Constructive
      Autumn
      Autumn
    • RE: POLL: Super Hero MU Gut Check

      @Lithium I think it would be interesting to have a level-based game where everyone stayed more or less in the same level band as time went on.

      Like, at the start of the game everyone is in the level 2-4 range, and stories revolve around rescuing cats or beating up low-level minions or cleaning up after a more powerful NPC like you're the Sorcerer's Apprentice. Then time passes and people advance and new characters come in at the current level range, and the scope of the game shifts so that after a year or so everyone is level 7-9 (or whatever). Now the stories assume that everyone's an experienced adventurer and things are about exploring unknown regions or being an elite strike team for the government or whatever. Then some more time passes, and in another year or so everyone is level 14-16 and the game is about traveling the planes and overthrowing tyrannical nations and fighting the Lich King. And then the game ends and maybe a new one restarts in a different setting.

      You'd have a game that would evolve from street level to epic, but it would evolve for everyone, and all the characters at any given time would be close enough in power (well -- in level, anyway) that any group of them could plausibly do something together.

      Crazy, maybe. It'd have its own set of challenges, I'm sure, but at least it wouldn't have the level segregation parts.

      posted in Mildly Constructive
      Autumn
      Autumn
    • RE: Desc Me LA?

      I have been super, super busy lately, but I will look at the list of needs and then take a look at what there is in LA and see if anything springs to mind. Maybe not today, maybe not tomorrow, but by the end of the week for sure.

      posted in A Shout in the Dark
      Autumn
      Autumn
    • RE: Road to Amber staff?

      To the best of my knowledge, the only person on RtA who does code and has access to it is Helix, who may or may not still be checking email, but who can ostensibly be reached at helix@roadtoamber.com.

      posted in A Shout in the Dark
      Autumn
      Autumn
    • RE: A Constructive Thread About People We Might Not Like

      @WTFE said in A Constructive Thread About People We Might Not Like:

      It's so cute watching the village bumpkins pick up their pitchforks, confident that they, this time, can slay the dragon.

      Oh.  Crap.

      "Unclean beast! Get thee down! Be thou consumed by the fires that made thee! "

      God damn I love Ian McDiarmid.

      posted in Mildly Constructive
      Autumn
      Autumn
    • RE: Chronicles of Darkness Game: Seeking help

      #2. Although I keep wanting to read "Shining Path" instead of "Shining Bridge." Also, isn't "Golden Axe" an infamous video game?

      posted in A Shout in the Dark
      Autumn
      Autumn
    • RE: RL Anger

      Is he ... smirking in his mug shot?

      posted in Tastes Less Game'y
      Autumn
      Autumn
    • RE: MSB: The meta-discussion

      The problem I've observed with online fora where vitriolic, jerkish self-presentation is accepted (or actively encouraged) is that eventually, that's all it's about.

      The people who start that sort of forum often do so because they think that a lack of restrictions on debate foster a more honest and open discussion, or because they think calling people out as harshly as possible will make people consider their arguments more carefully, or because it's funny if you do it in as absurd and overblown a manner as possible among friends who know it's all just a gag.

      And that works fine as long as it's a small group of friends who all operate on the same wavelength, but when you get more people involved, you get people who aren't on the same wavelength; or who don't realize that the point of being allowed to be a vitriolic asshole is supposed to be to make the discussion better, rather than just venting spleen; or who just aren't capable of engaging on the same intellectual level as the people who started the whole thing, but are really good at being vitriolic assholes and want to be like the cool popular kids.

      Smart and funny people interspersing their discussions with entertainingly written and articulate insults can be fun to read and participate in. Until they get drowned out by people who aren't smart, or funny, or entertaining, or articulate.

      posted in Mildly Constructive
      Autumn
      Autumn
    • RE: RL Anger

      I hate that I still turn into my eight-year-old self when I see a dentist's chair.

      Also, to the nice hygienist I had this morning: I hope I didn't give you any anxiety. It wasn't you, it was me.

      posted in Tastes Less Game'y
      Autumn
      Autumn
    • RE: Comic book diversity

      The only Marvel comics I have enjoyed in the past decade or so were the Ultimate Marvel line. Well -- some of them, at least. I ascribe that partly to the creative teams involved, but mostly to the fact that I could read them and enjoy them without needing to be aware of fifty-plus years of continuty or what's happening in 15 other monthly periodicals.

      And it's probably significant that, when Ultimate Spider-Man started to reach the point where I needed to know or care about its continuity, I started to lose interest.

      posted in Tastes Less Game'y
      Autumn
      Autumn
    • RE: What do you WANT to play most?

      @Seraphim73 That's another big one, certainly. Although I have sometimes been surprised by just how differently some people can view the same theme.

      Some of this is probably a result of variation in the source material, though. e.g., the Amber books with Corwin as protagonist have a different feel from the books with Merlin as protagonist; so naturally people who really didn't like the second series are going to have different ideas about what's "in theme" versus people who preferred it to the first.

      posted in Mildly Constructive
      Autumn
      Autumn
    • RE: What do you WANT to play most?

      @surreality said in What do you WANT to play most?:

      @Autumn This is both reasonable and... not at all reasonable to me at once.

      Expecting a 'this is how the world works' document written by an unpaid amateur writer to be as engaging as a professionally written novel by one of the most popular authors of fiction writing in the world today is just not the most realistic expectation to have.

      Of course it's not. It's not an expectation I have, either! Original themes have some advantages. Use of existing media for themes also has some advantages, and "better-written and more engaging material than an original theme is likely to have" is one of them.

      It's not that either is "better" in the abstract. It's just one of those things to be aware of when you're settling on a theme for a game.

      It's the difference between writing a bed time story and creating a playroom; while they have some elements in common, they're just not the same at all, and expecting all the qualities of each in the other is a bigger (and inherently more problematic) ask than most folks realize.

      The point is not to expect them to be the same. The point is to be aware of the ways in which they're different, and take advantage of those differences to make the game you build around a theme better.

      posted in Mildly Constructive
      Autumn
      Autumn
    • RE: What do you WANT to play most?

      Original themes often aren't well-presented, and that can make it difficult to get and retain players. Say what you like about George R. R. Martin, but he's a much more entertaining writer than the average person who decides they want to start a game and make up their own setting for it.

      When they are well-presented, by someone who's a good writer, has thought carefully about what will make an entertaining setting for a MU*, has written up the setting documentation in a way that's both fun to read, and provides enough information to get the game moving without having so much that it's a chore to wade through -- then they're great! My experience is that those things all coming together is very much the exception rather than the rule, though.

      posted in Mildly Constructive
      Autumn
      Autumn
    • RE: What do you play most?

      What I play most now: World of Darkness.

      What I have played most, lifetime: Amber, and it's not close. Like, I have spent the past five years or so playing mostly World of Darkness. Before that I spent like a decade and a half playing almost entirely Amber.

      posted in Mildly Constructive
      Autumn
      Autumn
    • RE: RL things I love

      @WTFE said in RL things I love:

      In China (for a variety of reasons, including one that's so funny you'd swear I was making it up if I told you so I won't) fountains are still the dominant writing instrument. Ballpoints are available and used, but most people reach for a fountain when doing anything serious. (Indeed you're NOT ALLOWED to use a ballpoint on some official documents for reasons which escape me!) As a result, I've gotten back into using fountain pens.

      As a minor-league enthusiast for the fountain pen myself, I am now intensely curious as to the reason why fountain pens are still the dominant writing instrument there.

      (And now I need to go and get a whetstone and see if this can resuscitate some of my late father's delightfully retro but awkwardly scratchy vintage Parkers.)

      posted in Tastes Less Game'y
      Autumn
      Autumn
    • RE: RL things I love

      alt text

      posted in Tastes Less Game'y
      Autumn
      Autumn
    • RE: Hobby Glossary

      @Monogram said in Hobby Glossary:

      I always heard that Mav was a girl and was knowing for mispaging TS poses on chans. Or anything on chans. Or pages to people.

      The term existed before channels (other than @wall and @wall/wiz) were really a thing, and originally referred to mispages. Since "page" initially just alerted someone to your location and didn't offer the option of sending a message, we could date it a little bit more precisely on the basis of when page-with-message was first implemented. But I don't think this would really get us any closer than "between 1990 and mid-1991" which is pretty much where we are now. Although it does offer circumstantial support to @Thenomain's recollection, since the person who added messaging to page was the same person running TinyHell.

      posted in Mildly Constructive
      Autumn
      Autumn
    • RE: Hobby Glossary

      I can say with 100% certainty that it predates AmberMUSH. My extremely fallible memory wants to say it's from Islandia, but it could just as easily be from TinyHell or ChaosMUCK or LambdaMOO or any of a dozen or so other projects from the ~1990 era.

      posted in Mildly Constructive
      Autumn
      Autumn
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